Lucky Bro wrote:One "bonus" solution (in case if one decided to use simple graphics) is to set com_maxFPS to 150-200 and cl_maxPackets to the same value.
com_maxfps 125 is highly adviced -- due to rounding errors in vQ3
and if your connection allows it, cl_maxpackets 125 --.. otherwise cl_maxpackets 63
I've also tried snaps. The default "40" is fine for me.
40 should be fine for everyone
cl_predictItems is not the one vital for me.
caused weird effects in q3 often .. so i suggest to set it to 0
Somehow when my ping is about 200-300 I fell guilty too.. Because some players just don't want to play with such pingy guy.
as long as the ping is stable (without packetloss) everything is fine - just a disadvantage for you.. but non for your opponents (beside some strange seeming happenings due to unlagged)
My old Q (quake player) friend says that any ping higher than 100 is unplayable.
on a server without unlagged this makes sense -- in SG however we got the unlagged Code .. it is harder with high ping (since the pressed buttons of a player with lower ping arrive the server before yours), but still playable
So, if anyone knows any other possible solution to reduce ping - I'm really need you. Please let me know.
you can't do a lot ... it's mainly the way between your PC and the server you play on :: sometimes an ISP-change makes sense
you could ask some serveradmins to enable pmove_fixed, so you can even use lower fps.
afaik pmove_fixed sometimes causes problems when standing near edge (you are suddenly falling down altough you are still standing on the roof) due to rounding errors
To make fake sv_fps to 125 server must have pmove_msec about 8msecs (1000 msec/8msec=125Hz (125 fps)). And that will provide fair-for-all physics. This mode is usually used on Q3-online servers (as I've read). And as I understand the one's highest ping will became problem for all players instead of being only this one's problem. Everyone will suffer because of this outsider.
pmove_fixed is doing nothing else than making everyone 'feel' like playing with constant 125 fps (regarding jumps and walking)
and this got nothing to do with pings
g_synchronousClients 1
try that setting and you will notice that the game is unplayable
snaps (frequency of requests to update my snapshot of world physics). 40 is fine. Must be less than cv_fps.
wrong -- it should be equal or higher than the server's sv_fps setting :: so 40 should be fine for everyone
cl_timenudge. Should be set to 0. But if you belive in prediction - use negative value.
read my comment above please..
cl_maxpackets. Must be lower or a divisor of average FPS (or com_maxfps). So, it's 125.
Seems that's all the values to change.
try the same setting as you use for com_maxfps first - if you notice laggy moments sometimes, reduce it to the next divisor of com_maxfps (if you don't set an exact divisor, q3engine will do that for you internal)
I've just setup a new server with only "set g_synchronousClients 0 ; set pmove_fixed 1 ; set pmove_msec 8" different in the configuration.
only pmove_fixed 1 defers from the default -- and like mentioned above, it ain't changing a lot
As I understand in case if sv_maxRate = 25k the players with good connection will have some advantages on players with bad connection (just lower ping).
not really :: using low rate could cause lag-problems in big battles :: sv_maxrate 25000 is just fine
If you have lower down speed try these values:
\Rate from 2000 to 15000
ough -- you seriously shouldn't got below 8000 rate
Ping depends on your FPS in game. Use "\cg_drawFPS 1" to watch the game FPS. It should be 125 all the time.
mmm - very low fps make you feel choppy and laggy :: but that got nothing to do with your ping :: FPS mainly affect the height of your jumps in q3engine-games (but we are only talking of a little effect here ,, since SG is a very slow game where it is impossible to do strafejumps etc.)
/quit